what people miss with lone wolf is the extra skillpoints it gives.

i have a knight with a 2h weapon, and that's all he does. (damage heal and buffs all from man at arms + str)

Jahan whom i made master water and earth, with the backup of witchery (the witch and earth buffs/de-buffs and summons are damn strong) I haven't upgraded air, but i made him forget some and learn new spells. so now he have teleport/lightning bolt and become air for protection

and my lonewolf ranger/pyromancer/scoundrel. I wanted a ranger/pyromancer but i din't want her to be useless in melee, but you don't normally have point's needed to spread yourself to 3 combat skills. So I went with lone wolf for her. The extra hp have helped a bit in that i haven't had to focus much on constitution other then from gear

so when fights break out my ranger casts haste uppon the knight and Jahan summons eighter a elemental or a skelleton depending on the enemy (usally just the undead decapitator, that thing is a beast) and throws out one bless or a spot of oil for the first round.

I admit i had some problems early game, but after i hit lvl 10 or so I haven't had much problems. Im still considering giving Jahan glass cannon, but he feels squessy enugh already without the 4th party member to protect him.
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but the game is clearly beatable with 3 non optimised characters. so I say play the way you want!


TL:DR

I Think lone wolf's biggest problem is that it doesn't make up for a 4th party member in terms of damage and damage mitigation (read tank)

while glass cannon have the opposite problem, that in my mind you're left just too squishy even with the possibility to throw out spells like a mini ahru

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I regret leveling charisma tough. In a game where xp is finite avoiding every and all fights you can talk you trough (without getting xp for doing so) makes you too weak in the end (amounts for about 2 levels)

Last edited by Ayra; 06/07/14 07:09 PM.

Imagination is the only weapon against reality